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Soulbringer patch

GOG version patches, which take care of aspect ratio and cinematic issues, don't work when we put dgVoodoo in game folder, but dgVoodoo can take care of aspect ratio (select 4:3 resolution in game, set Scaling mode in dgVoodoo to Stretched, keep Aspect Ratio). They also don't work with DX7 modes ( …

Re: WIP versions

Thanks!! For some reason though it runs for me only in Win98 compat mode, dumping 'you need DX6 at least' message otherwise. (on Win10) Indeed, some of the tests (like Fill rate) has poor performance (~25fps) because 3DMark uploads textures through DirectDrawSurface::GetDC/ReleaseDC at each frame ( …

DllMain Thread

Let's dedicate this thread to the games and applications that fail to initialize graphics because of that awful practice of doing it in DllMain. If you know such an application/game, you can post about it here and I can try to patch it, but no guarantees. There probably aren't many of them out there …

Re: WIP versions

3D Mark 99 Max patch done, updated the thread: http://www.vogons.org/viewtopic.php?f=8&t=51587 I also needed to apply HeapValidateFrees shim via Compatibility Administrator, otherwise it would crash in one of internal heap functions inside ntdll.dll right before the scores show up. It seems that …

Re: WIP versions

It's available as a new scaling mode. Thanks! Didn't look there, was pretty sure there was supposed to be some extra checkbox somewhere. BTW, yesterday I debugged 3DMark 99 and it suffers from DllMain plague too (probably all versions suffer from that...). Could you patch it the same way as did …

Re: WIP versions

It seems there is another issue with 3D Mark 2001 SE that is present in old 2.53 version as well. If I choose to run it on secondary monitor, it manages to run only once, so just the first test if you choose Benchmark, trying to run anything afterwards produces: setFullscreen - creating the device …

Re: dgVoodoo 2 for DirectX 11

Of course, but now it's sure that the problem relies in MaxPayne2.exe and not in dgVoodoo2 :p I think what that function does is get some diagnostic info from DxDiag and print it in log file, which I still don't know how to get the game to create on regular basis. It seems the only things that …

Re: dgVoodoo 2 for DirectX 11

As for dsound.dll trick, I think it would have to act as dsound.dll proxy for it to work. Besides, you need Creative ALchemy's dsound.dll to get EAX effects. And Creative ALchemy does something special the first time you start it, just dropping its dll in game's folder wouldn't work as desired …

Re: dgVoodoo 2 for DirectX 11

Here, try my patched MaxPayne2.exe, it will solve ReShade not working and game will start faster! :D What it does? I NOPed out the function call at the offset 0xF0DF, which indeed does create some object with CoCreateInstance, which causes D3D12.dll to be loaded along with bunch of other libraries, …

Re: dgVoodoo 2 for DirectX 11

The bug with ASI Loader I mentioned isn't the only one, there is this one as well: https://github.com/ThirteenAG/Ultimate-ASI-Loader/issues/3 Makes some games crash when its DLL is named d3d8.dll. As for ReShade issue, I'm pretty sure it's connected to whatever weirdness Max Payne 2 does on startup. …

Re: dgVoodoo 2 for DirectX 11

Hmm... it's interesting. I should revise MP1&2 then. I remembered that MP1 is DX8 but is of the initializing-from-DllMain type, while MP2 is DX9, so dgVoodoo is unusable for them. Nope, pure DX8, just does who knows what with d3d9 before it fully launches, check the latter 2 screenshots: http:// …

Re: dgVoodoo 2 for DirectX 11

Never mind, compatibility fixes have nothing to do with it, it's a bug in MAX-FX engine's handling of multiple displays (or graphics cards?). It's only picking up the resolutions of my secondary monitor, which is smaller. It gets confused because it thinks it picked 2 different graphics cards, but …

Re: dgVoodoo 2 for DirectX 11

Patch for 3D Mark 2001 SE done so it can run via dgVoodoo as well: http://www.vogons.org/viewtopic.php?f=8&t=51587 On 6th test, it throws this error: P_D3D::DRV_allocateMap - device does not support bump normal maps Also, Windows applies some compatibility workarounds to the executable to prevent it …

Re: Max Payne 1 & 2 Startup Hang Patch

in Windows
3D Mark 2001 SE patch done: http://www.vogons.org/viewtopic.php?f=8&t=51587 You actually don't need to change affinity with stock d3d8.dll thanks to this patch. On my weak laptop with AMD Radeon R2, I've noticed, without any FPS counters, that the game is a little smoother when run on all cores. It …

Re: dgVoodoo 2 for DirectX 11

I use crosire d3d8to9 for Max Payne 1&2. It works flawless. But there's no guarantee it will work flawlessly forever with original DLLs. The risks associated with doing heavy stuff in DllMain have been known forever, but Remedy guys haven't considered that, and few years later, things started to …

Re: Max Payne 1 & 2 Startup Hang Patch

in Windows
Can you make the same patch for 3DMark 2001 SE? (3DMark 2000 can already run with dgVoodoo 2). Will get to it. You just reminded me that I've read some time ago that older 3D Mark programs are based on MAX-FX engine. Just downloaded it and I see that it uses same DLLs as games, though checksums …

Re: dgVoodoo 2 for DirectX 11

Classic Max Payne games with dgVoodoo: http://imgur.com/a/jMVZo Check this thread: http://www.vogons.org/viewtopic.php?f=8&t=51579 PS: Max Payne 2 doesn't use d3d9.dll at all for rendering, it just loads it very early, does some queries or something, unloads it, then everything is driven with d3d8. …

Max Payne 1 & 2 Startup Hang Patch

in Windows
I've recently assembled a brand new patch for classic Max Payne games, solving one of the biggest technical issues with those games, in some cases preventing them from starting-up on modern systems without hacky workarounds like starting the game with affinity set to single core or worse, running …

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